Scale turret aim

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    I would like it if a turrets aim is scaled by its mass. So a big turret may be able to shoot down titans but will have no chance to ever hit a fighter even if it stands still.

    I think this would have two positive implications. First fighters can now come relatively close to a big ship. Without fear of being on hit killed by capital class weapons. But they would still have to worry about the anti air turrets which would of course short ranged and weak.

    And this would result in the necessity to actually have turrets of any size. So I cannot simply add two anti Titan turrets, I need medium turrets against cruiser and of course anti air.



    and maybe the hitprobabylity could be influenced by the targets mass. I don't know if this would cause to much of a strain for the code but it would still increase the immersion. Because the same turret should have better chances to hit a Titan than a fighter. The distance could be included too which would prevent gigantic 4km range turrets
     
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    If this would ever to come live (which I support) I\'d nerdrage and quit because small turrets are a joke to kill, and they never hit a moving target, which is why we\'re forced to make monster turrets on PvP servers.

    Now if turrets channeled ship\'s shields - you have my vote.
     
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    Nope, I didn\'t say everything. Still mad.

    Fraking* shotgun ships can kill like 5 small turrets in a single shot, and I\'m playing on a server without blueprints. That makes me piss angry. Small turrets are garbage.

    K, there we go.
     
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    I kinda like the fact that they have their own shields. This would make bombing runs on anti titan turrets possible. Which would give small nimble craft a purpose.

    we could even think about other weak points, such as thrusters and sensors.

    Such mechanics would make fighter or drone escorts necessary. What I don\'t want is make big ships useless, I am a friend of big ships too. I just think there should be more things to consider on constructing a capital that just an up scaled fighter.
     
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    We\'ll how big a small turret is can be influenced. The game developer might think of a small turret somewhere in the 10x10x10 meter range.

    i just kinda like the thought of a heavy battle that leaves my ship with scars everywhere.
     
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    Scars are only fun when there is a working repairing system in place, which there isn\'t.
     
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    That is of course a valid point. But I think we will get something like this. Who knows maybe the npc crew will be able to repair your ship?
     
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    Oh that\'d be great. Can\'t wait for the update!

    Except scars still will not be viable until core drilling is eliminated.
    The biggest of ships will not live longer than 10 seconds after shields are down. (I\'m talking really big ships, 1-4KM in length) Sad, really. I think cores should be hidden from the enemy, that\'d fix a lot of problems.
     
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    Or armor should have ... well much hp. But anyway armor probably won\'t stay the way it is now, sp patience young Palawan.
     
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    I want to see this added to the game! It will strengthen fighters which is something that needs to happen.

    Oh and making turrets share the ships shields will make titans hundreds of times stronger and make fighters 100% useless. The current turret shield system works really well for balancing purposes.
     
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    In all honesty I think it makes them worse.

    I very much hate huge turrets, but because I participate in PVP I cannot let them have less tham 1 million shield strength, which menas HUGE TURRETS AS FAR AS THE EYE CAN SEE!

    This also means they shoot targets several kilometers away, which should not be possible, not with AMC anyway.

    Now as a fighter, tell me - would you rather have a huge immortal gun shooting you (at 5+ kilometer range) or a small immortal gun? (500 meters)

    On the other hand if turrets take ship shields that means you can stuff more weapons in said turrets, making smaller turrets stronger and making huge turrets een more beastly.

    Tought thing to balance, I don\'t think it has ever been done before. Not when you have this much freedom.
     
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    5km turrets would probably hit nothing. And give them then a slow reload time and the hit possibility of such a turret monster will be laughable on anything smaller than a Titan.

    if survivability is such a problem than we could give small turrets a bonus for they\'re shield capacity.

    the goal is to make it necessary to have smaller turrets on your ship and not only big ones.
     

    NeonSturm

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    Oh that\'d be great. Can\'t wait for the update!

    Except scars still will not be viable until core drilling is eliminated.
    The biggest of ships will not live longer than 10 seconds after shields are down. (I\'m talking really big ships, 1-4KM in length) Sad, really. I think cores should be hidden from the enemy, that\'d fix a lot of problems.


    1-4km? Is that allowed on your server? Where are you???

    On the pirate alliance, you can only upload 500\'000 blocks, sunworld requires ship registration for this size (or more than 350m in any axis) and only allows 800/850 total.

    I really can\'t have a talk if the discussion leads to 4km ships.



    How does that not LAG? My local server even lag if I want to select more than 80 AMC arrays (10^3 +1 to set output) with one weapon cpu...





    But back to topic: I am not a fan of overpowered guns.

    I think problems and solutions here are:

    • with 10x the cost of a fighter try to shoot at this fighter

      only turrets with less cost should shoot at a ship, because you can have more of these.

    [*]AMC damage does not depend on reload other than % distribution.

    • Each time you double your array size, you should be able to double one property, but a bit more smoothly (http://star-made.org/content/redo-weapon-stat-formula-all-weapons-generic-balance)
    • Maybe that gets partially fixed more weapons, as each setup has some specific weakness (like beam weapons are weak vs hull, AMC miss fast targets, etc).





    I guess if ships get 4km long, you need to put some percentage on range, some other percentage on speed to have a decent hit chance.

    A single AMC block can do 200 dps at 290 distance and 15 projectile speed and need 11 energy per shot (4 times a second).

    With 1000 blocks, 730 range, 40 speed (used weapon computer again to get good dps) you get 100\'000 dps. 1/2 as much per block and need 12\'000 energy per shot (10 times a second).

    Range per block *2.5, speed per block *2.5, power usage per block *2.5, dps per block 0.5

    With this, fighters will never have a chance (power usage is no penalty if you can use more generators and get an advantage from dimensions.)

    I expected a little less range or speed (had only 3% share on them)... With these stats a single block will get the first shield block (800) down in about 10 seconds - you don\'t even need a titan!
     
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    Turrets need to have their turn speed scale down faster than that of a ship, That way larger turrets will have a hard time following a smaller ship.

    The size of a ship should influence when it is detected. For example, a ship would be detected at 10 times its longest axis + 100 meters, but firing a weapon would increase that to 15 times for a few seconds. This would mean that a bomber would detect a capital ship long before the capital detected it and would be able to plan, it would also make small scouts viable; all while preventing super turrets from sniping small ships.